-
Posts
1.061 -
Joined
-
Last visited
-
Days Won
12
Everything posted by fabio
-
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Tested the updated patch bumpy2.diff with 140 changed to 120 and added the pngs. My system: Ubuntu 12.04 + Radeon X1600 + mesa driver from git. I get this console output, repeated many times (apparently we are asking too much from my old card): r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 21 unassigned, not enough hardware slots (it's not a bug, do not report it). and this image: EDIT: myconid, which Ati card and driver (fglrx or mesa) are you using? -
Can you select 50 citizen of your choice in a group of 100? Yes, but this will require a lot of time. The AI could do this instantly. The fact that you can beat an AI doesn't imply you are faster that it.
-
If you like them there are other open source isometric games to play with: Widelands Unknown Horizons Commander Stalin Bos Wars
-
Well, the AI can do millions of things every second, a human player can manage only one thing at a time.
-
Volcanic Lands is a playable map, why is it under Demo Maps?
-
Create/mod new wall.
fabio replied to chaosislife's topic in Game Development & Technical Discussion
Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional? -
You may want to add Rise of the East civilisation which looks already almost complete.
- 30 replies
-
- new releases
- alpha 10
-
(and 2 more)
Tagged with:
-
Oh yes, I forget to mention the new nice dmg background, and the fact that ALT+ENTER no longer crash the game.
-
I noticed VLC distribute a 32 and 64 bit dmg: http://www.videolan.org/vlc/download-macosx.html , dunno how it's done. BTW, the latest Alpha 10 dmg 10.5 image works perfectly here
-
Server for multiplayer game on Linux (Ubuntu)
fabio replied to taras.perebeynosov@gmail.com's topic in General Discussion
Comparing Linux to Windows/Mac is like comparing 0 A.D. to Age of Empires, from the licensing point of view. Linux and 0 A.D. are free software (both GPL) and everyone can modify and improve them. -
Now we want photo of 0 A.D. on it
-
This looks cool, eventually it could be integrated in the final statistics and eventually made accessible also during the game in a dedicated panel.
-
Building a couple of market and sending 10 traders between them for every resource type, gives you a huge amount of resources with very little effort compared to collecting natural resources. Maybe it could be tweaked (less resource for every trader, or, better, supporting a limited amount of traders for every resource so that you should use a higher market distance to get more resource (since it depends on distance) which is more difficult since traders have higher chance of being killed)?
-
qBot (yet another AI)
fabio replied to quantumstate's topic in Game Development & Technical Discussion
Some findings about current SVN about qbot: it builds a lot of fortress, even one near the other; it builds no market; when I was attaching him with 10 ballistas their citizen soldiers continued collecting resources rather than killing my ballistas. -
I no longer find the preview button before posting.
-
Performance test on saved game
fabio replied to fabio's topic in Game Development & Technical Discussion
I deleted a market and all traders stopped, but FPS it's still about the same. And this is my profile, which looks similar. A* is dominating (pathfinding) taking 109.668 ms/f (its parent ComputeShortPath is at 113.024, sim update at 172.630 and total 266.713). Strange however why someone gets 60 FPS while looking much lower... -
I finally won on the new default map on current SVN . I reported a couple of bugs yesterday that got fixed, and while playing this map I encountered one last problem (ticket 1406). I can say that the game is now much more enjoyable with phases, technologies and the wall system, I also really appreciate the new hardware cursor on Linux (no more mouse lag) . Alpha 10 looks one of the releases with many new nice features. The last (know) issue is performance: it starts at 20 FPS, it decrease and after awhile it stabilise to 3 FPS (a bit painful to play), but this will eventually be addressed with the new pathfinding.
-
Performance test on saved game
fabio replied to fabio's topic in Game Development & Technical Discussion
Ah, zip files are permitted, is attached now. Note however that .0adsave files are already zip files, only the extension differ. -
How many FPS do you get on the attached savegame? I am getting 4 FPS on my Core Duo 2.16 Ghz with Radeon X1600 under Linux. Just unzip the attached savegame on: ~/.local/share/0ad/saves under Linux or My Documents\My Games\0ad\saves under Windows. Load it, press ALT+F to see the FPS and report your FPS after they stabilise (about 10 seconds). quicksave-0003.0adsave.zip
-
Ah, sorry then . I like this better, I no longer need to build useless building now. Rewording the tooltip may help, ideally you could also add to it the current buildings, something like "2/5 buildings still missing".
-
It requires 5 different buildings (all village buildings), so 5 houses are only one.
-
To get to Phase II one needs to build 5 buildings (all the Phase I buildings), however these building may not be really useful initially, such as resource dropsites and I end up builing them not to far from the Civic Center, just to get to Phase II. What about changing the requirements for Phase II to have at least 50 units and 20 citizen soldiers (or other numbers)? So that the increased population justify the need for a "Town" Phase.
-
Good to see the new wall system Some suggestions (I quickly tried only the palisade): 100% agree to remove the SHIFT key for continuing walls. With the left/right click it requires no instructions and everyone can find it; FIXED in alpha 10 I noticed that foundations are larger than the actual wall (continuing over the limiting towers); I like the "snap" to connect a wall to another with a tower. However, also due to previous issue, I was able to create a wall with two tower very near one to the other. Interestingly, the space between them was to low to let units pass through, but, funnily, my units and enemy units could fight in between ! Maybe it just would better to use a higher "snap" distance to avoid these "holes"; it would be nice to have an indicator somewhat that let you know if the wall are "connected" (either with walls only or also with mountains).
-
Would be possible to provide only one package including both versions with a script that use the 64 bit binary if osx >= 10.6 and on 64 bit, the 32 bit binary elseif osx >= 10.5 and "Upgrade to OS X 10.5 or later, dude" otherwise?